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author | Dalai Felinto <dfelinto@gmail.com> | 2011-12-18 01:23:02 +0400 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2011-12-18 01:23:02 +0400 |
commit | bfdaa3b187b947a0efcf3a02cb70bbe8aff5e301 (patch) | |
tree | ce4deef5cfd7d25a19cd41997fe94fc426d28829 /source/gameengine | |
parent | 74a112305932eff7c68c23c6df265e72de7195f8 (diff) |
bugfix: [#29486] 2D filters make scene disappear when wire material used - patch by Juha Mäki-Kanto
when last drawn material is wire it will not set back to face drawing.
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_2DFilterManager.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp index 4eadf8e3e66..30344ce3a10 100644 --- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp @@ -431,6 +431,8 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) glViewport(0,0, texturewidth, textureheight); glDisable(GL_DEPTH_TEST); + // in case the previous material was wire + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // if the last rendered face had alpha add it would messes with the color of the plane we apply 2DFilter to glDisable(GL_BLEND); glPushMatrix(); //GL_MODELVIEW |